Notation summary for combos
Symbol
Meaning
1
Left Punch
2
Right Punch
3
Left kick
4
Right kick
u
Up
d
Down
f
Forward
b
Backward
uf
Up and forward
df
Down and forward
ub
Up and backward
db
Down and backward
n
Neutral
Symbol
Meaning
U
Up (Hold)
D
Down (Hold)
F
Forward (Hold)
B
Backward (Hold)
UF
Up and forward (Hold)
DF
Down and forward (Hold)
UB
Up and backward (Hold)
DB
Down and backward (Hold)
Symbol
Meaning
+
Pressed together
#
Pressed together, on the same frame
,[1]
Followed by
~
Followed by, immediately
:
Followed by, tight input window
<
Followed by, with delayed input
>
*
Held input
Symbol
Meaning
T!
Tornado
W!
Wall splat
WB!
Wall break
F!
Floor break
BB!
Balcony break
Symbol
Meaning
Example
Example Meaning
CH
Counter hit
CH 1,2,3
1,2,3 where the first hit is a counter hit
CL
Clean hit
CL db+4
db+4 with a clean hit
(?)
Whiffed or blocked moves
CH (1,2),3
1,2,3 where the third hit is a counter hit
(2,2),2
2,2,2 where the first two hits whiff
(x?)
Repeat string ? times
b+2,f~n(x3)
b+2,f~n repeated 3 times
[?; ?]
Damage dealt; recoverable damage
[50; 12] ws2,3 f,F+3
Combo deals 50 damage, 12 of which is recoverable
↑ 1.0 1.1 Should never have a space immediately after it.
↑ Not "for stance transition", which has no special notation and is written the same as any other input.
↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst , which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
Work on as many different launchers as possible
Work on all body sizes
Launchers that require unique combos go straight to § Staples .
Regular launch (e.g. uf+4, ws3, f+3,4)
df+1 f,F+4>3, df+4,2,1+2 T! run up uf+3 df+4,3 [51] for wall carry
df+1 f,F+4>3, df+4,2,1+2 T! run up db+1,2,4 [53] for floor break
Off-axis launch (e.g. uf+4, ws3, f+3,4)
f+3,2 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 [46] for wall carry
f+4,2 T! run up uf+3 db+1,2,4 [50] for floor break
Instant T! launch (e.g. df+3, KNP.3)
dash uf+3 f,F+4>3 1 dash df+4,2 immediate f,F+3 oki [38 + 10 chip damage oB]
dash uf+3 b+3 1 db+1,2,4 [43] for floor break
Mini-combos
CH b+1, b1+2
[44] If needed, you can dash after b+1 to land b+1+2
CH b+3, f,F+3
[58] Leaves the opponent FUFT. When done at the wall, hold F after f, F+3 to enter STC for mixup
Staples
Staple combos are juggles that:
Can be done consistently by a skilled player
Either work on all body sizes , or the characters it does work on are comprehensively listed
Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
uf+4
[70] f,F+4>3 > df+4,2,1+2 T! > dash > SSL > uf+3 > db+1,2,4[1]
[66] df+1 > f,F+4>3 > df+4,2,1+2 T! > dash > SSL > db+1,2,4[1]
[64] df+1 > f,F+4>3 > 1 > dash > 1 > dash > df+4,2,1+2 T! > dash > uf+3 > df+4,3[2]
[53] f,F+4,3 > df+4,2,1+2 T! > df+(4),3[3]
df+3 T!
[67] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
[61] dash > uf+3 > b+3 > 1 > db+1,2,4
[51] dash > uf+3 > f,F+4>3 > 3,3[4]
KNP.3 T!
[66] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4[1]
[60] dash > uf+3 > b+3 > 1 > db+1,2,4
[57] dash > uf+3 > f,F+4>3 > 3,3[4]
f+4,2 T!
[69] run up > SSL > uf+3 > b+3 > 1 > dash > db+1,2,4
FC.df+2
[]
f+4
[]
f+3,4
[]
f,F+4,3
[]
f,F+4
[]
Low Parry
[46] dash > uf+3 > f,F+4>3 > 1 > dash > db+1,2,4
[40] dash > uf+3 > b+3 > 1 > db+1,2,4
[37] dash > uf+3 > f,F+4>3 > 3,3[4]
↑ 1.0 1.1 1.2 1.3 Floor break
↑ Wall carry
↑ Oki
↑ 4.0 4.1 4.2 f,F+3 oki: Buffer f,n,F when 3,3 is about to recover and then input 3 while the opponent is just about to touch the ground so f,f+3 would track both tech rolls and catch back quick rolls and kip up
Wall
Wall Carry Enders
Pre-Tornado
W![1]
[+36] df+3 T! > b1+2 > db+1,2,4
[+35] df+3 T! > b1+2 > 1,3 > b1+2
[+32] f+4,2 T! > SSL > 1+2 > b1+2
[+31] d1+2,1 T! > f+3 > 2 > b1+2
[+31] d1+2,1 T! > db+1,2,4
Post-Tornado
W![1]
[+23] f+3,2 > b1+2
[+23] db+1,2,4
Resplat
W![1]
[+50] backdash_ss > uf+3 W! > df+3 T! > b1+2 > db+1,2,4
[+49] backdash_ss > uf+3 W! > df+3 T! > b1+2 > 1,3 > b+1+2
[+45] backdash_ss > uf+3 W! > f+4,2 T! > SSL 1+2 > b1+2
[+42] backdash_ss > uf+3 W! > d1+2,1 T! > f+3,2 > b1+2
[+42] backdash_ss > uf+3 W! > d1+2,1 T! > db+1,2,4
↑ 1.0 1.1 1.2 Damage values based on 30% scaling
Float
1
combo when you anti-air with jab here
Back-turned opponent
uf+4
[+48] f+4,2 T! > dash > uf+3 > db+1,2,4[1]
[60] db+1,2,4
Stage hazard
Secluded Training Ground
big boy break all the walls combo here
Extra combos are juggles that are:
Strictly worse than one of the § Staples ; or
Too inconsistent to be a staple; or
Joke combos for style points.
Instant T! launch while heat is active
doesn't work against bears and jack (short legged characters)
[+60] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f,F+4>3 nanowalk forward b+1+2 for damage
[+58] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 db+1,2,4 for floor break
[+56] dash WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
launch while heat is active
doesn't work against bears and jack (short legged characters)
[+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
[+64] WS2 f,F+4>3 3,3 nanodash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
CH KNP 1 or CH BT d+1 with heat burst
[63] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3
doesn't work against bears and jack (short legged characters)
[65] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 df+1 dash df+4,2,1+2 T! run up SSL uf+3 dash 3, 1+2
doesn't work against bears and jack (short legged characters)
[65] CH KNP1_BT d+1 cc d+4 iWS4 HB iWS2 df+4,2,1+2 T! run up SSL uf+3 microdash db+1,2,4 for floor break
CH 4~3 with heat burst
[76] CH 4~3 iWS4 HB f,F+4>3 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3
doesn't work against bears and jack (short legged characters)
[79] CH 4~3 iWS4 HB f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 nanodash db+1,2,4 for floor break
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